The World's Most Interesting GM |
Atticus: 1d20 + 2 ⇒ (9) + 2 = 11
Blane: 1d20 + 9 ⇒ (7) + 9 = 16
Hallimir: 1d20 + 6 ⇒ (14) + 6 = 20
Zaratina: 1d20 + 4 ⇒ (13) + 4 = 17
1d20 + 1 ⇒ (9) + 1 = 10
Arathorn's shot goes wide.
Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Hallimir
__ Zaratina
__ Blane
__ Arathorn/Atticus
__ Kellid barbarians
Map updated.
Zaratina |
Arathorn Vallar |
Seeing his shot go wide Arathorn attempts to calm himself while drawing another arrow and taking a shot at the orange barbarian.
Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 ⇒ 7
Pretty sure that Atticus is still guarding at the trailhead so figure he would be delaying until the barbarians get closer.
Blane Bonesnatcher |
blane will delay till he can see the barbarians.
when they are in range 35' he will hit the first one he sees with a evil eye for -2atk dc15 (fail =8 rounds, success=1 round) then he will start to cackle.
The World's Most Interesting GM |
Action: Attempting to deceive someone takes at least 1 round, but can possibly take longer if the lie is elaborate (as determined by the GM on a case-by-case basis).
Actually, that is correct. My bad but even still this particular time given the Chelaxian stand-off that ensued I'm going with a minute+ on the time since gravity bow was cast.
Arathorn's arrow strikes the trailing Kellid's shoulder.
Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Hallimir
__ Zaratina
__ Blane ready
__ Arathorn
__ Atticus ready
__ Kellid barbarians (O'Rango -7 hp)
Map updated.
Zaratina |
Zaratina moves to guard the entrance to the hilltop and readies her trident.
"Let me know if they start climbing the hard way instead."
I knew it was covered under the 'case-by-case ruling,' but I didn't want anyone leaving the table under the impression it required a minimum of 1 minute to use Bluff.
Hallimir Duskrin |
Hallimir looks back at Arathorn and shrugs, "Well it was worth a shot" he then sprints towards the rock face overlooking the crashed pod and begins climbing.
climb: 1d20 + 2 ⇒ (9) + 2 = 11
I reach the wall with 35ft of movement speed remainig using a double move. How far up that rock do I make it?
The World's Most Interesting GM |
The rocky summit looms fifteen feet up from where Hallimir stands. Undaunted, Hallimir launches himself at the rock, springing about halfway up its face before sliding back down again along with handfuls of loose scree.
Climbing has a number of specific movement rules related to it. That was one attempt (a move action) you can try again using your standard action, realize you need to have both hands free to do this. Hallimir might have stowed his weapons while discussing who the party's employers were earlier. The climb DC for the summit is 15. It is 15 feet tall and would require acrobatics checks to move upon (being narrow and uneven).
Hallimir Duskrin |
hmmm Hallimir thinks to himself as he lools at the loose rock in his hand, Realising that the climb may be harder than initially thought.
He then sheaths his blade and prepares to try again.
The World's Most Interesting GM |
The Kellids press on and out of sight!
Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Hallimir
__ Zaratina ready
__ Blane ready
__ Arathorn
__ Atticus ready
__ Kellid barbarians (O'Rango -7 hp)
Map updated.
Arathorn Vallar |
Arathorn steps slightly back from the edge to gain a clear line of the trail opening while readying an attack for the first enemy to clear the bend.
Damage: 1d8 ⇒ 7
Hallimir Duskrin |
Hallimir launches himself up the cliff face once again.
climb: 1d20 + 2 ⇒ (16) + 2 = 18 Assuming a double move is required to reach the summit
Once on top of the mound Hallimir draws his curve blade and prepares to attack.
The World's Most Interesting GM |
The party nervously awaits the arrival of their foes.
Hallimir launches himself up the cliff face once again.
Assuming a double move is required to reach the summit
Yep, unless you want try 'accelerated climbing' at a -5 penalty. Every move requires a new check.
climb a second time: 1d20 + 2 ⇒ (4) + 2 = 6
Hallimir slides back down the wall.
Round 3! (Theme ♬)
The Bold May Act!
_________________
__ Hallimir
__ Zaratina ready
__ Blane ready
__ Arathorn ready
__ Atticus ready
__ Kellid barbarians (O'Rango -7 hp)
Map updated.
The World's Most Interesting GM |
I'll assume that everyone bu Hallimir stays readied and that Hallimar again attempts to climb the stone summit (remember: 1 roll per move on a surface that isn't considered "flooring").
Atticus: 1d20 + 1 ⇒ (11) + 1 = 12
Blane: 1d20 + 3 ⇒ (16) + 3 = 19
Hallimir: 1d20 + 6 ⇒ (11) + 6 = 17
Zaratina: 1d20 - 1 ⇒ (5) - 1 = 4
1d8 + 1 ⇒ (5) + 1 = 6
Round 4! (Theme ♬)
The Bold May Act!
_________________
__ Hallimir
__ Zaratina ready
__ Blane ready
__ Arathorn ready
__ Atticus ready
__ Kellid barbarians (O'Rango -1 hp)
Map updated.
Arathorn Vallar |
Taking another deep breathe Arathorn then changes the animal aspects on both himself and Atticus. Atticus seems to bulk up a little in the shoulders as a result Aspect of the bull applied +2 Str for Atticus., and some faint striping can be seen on Arathorn along with maybe a light dusting of fur. Aspect of the Tiger on Arathorn +2 Dex Round 1 of 10. After this Arathorn again puts a half draw on his bow with it slightly raise waiting for the first barbarian to round the bend.
Damage: 1d8 ⇒ 4
Arathorn/Atticus |
Hearing the barbarians and picking up on everyone's tension Atticus seems to crouch a little lower and waits for either an order or an enemy to enter his area.
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
CMB (trip): 1d20 + 3 ⇒ (13) + 3 = 16
The World's Most Interesting GM |
With a blood curdling yell the barbarians round the corner. Double move.
will save (rage): 1d20 + 5 ⇒ (19) + 5 = 24
The lead Kellid shakes off the worst of Blane's evil eye.
Arathorn's arrow flies wide.
Zaratina misses with her trident as they are suddenly upon her.
Atticus moves move up beside her and pulls one of the men off their feet.
Round 5! (Theme ♬)
The Bold May Act!
_________________
__ Hallimir
__ Zaratina
__ Blane
__ Arathorn
__ Atticus
__ Kellid barbarians (O'Rango -4 hp, prone)
Map updated.
Hallimir Duskrin |
Sorry Guys, been a bit crook this week and completely forgot to post
Hearing the Kellids roar, Hallimir changes tack and moves up to attack the lead Barbarian, drawing his blade with one swift movement.
Knowledge (local), Kellids: 1d20 + 4 ⇒ (7) + 4 = 11
Attack w ECB: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d10 + 3 ⇒ (1) + 3 = 4 wow. That was a bad set of rolls
Zaratina |
Zaratina stabs at the Kellid on the ground. The blue bordered one?
"Stay down!"
Trident: 1d20 + 5 ⇒ (13) + 5 = 18
P: 1d8 + 4 ⇒ (6) + 4 = 10
Arathorn Vallar |
Arathorn takes a couple steps to the left to try to get a better angle to shoot over Atticus as opposed to the revolving melee.
Seeing the one that he hit earlier a little in the back Arathorn decides to focus on him for this next attack.
Attack: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19
Damage: 1d8 ⇒ 4
Just wondering if I would still get the -4 from shooting into melee since I believe he is not directly threaten but first ranged character so unsure how that is played out.
Round 2 of 10 for Aspect of the Tiger.
Arathorn/Atticus |
Also unsure if Arathorn requires a trick to keep Atticus attacking the same one that he hit earlier if so will attempt that roll under this spoiler.
Atticus continues to savage the barbarian that he took to the ground earlier.
Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Figure the trip isn't worthwhile since attacking the one on the ground already.
The World's Most Interesting GM |
Knowledge (local), Kellids
Residents of cold, harsh northern Avistan, the Kellids (pronounced KEHL-ids) represent what every resident of the continent thinks of when they refer to "barbarians". Sandwiched between an empire of orcs, marauding demons of the Worldwound, and the witch-haunted kingdom of Irrisen, Kellids are a pragmatic product of their harsh environment and direct descendants of a more savage age.
Just wondering if I would still get the -4 from shooting into melee since I believe he is not directly threaten but first ranged character so unsure how that is played out.
No, you would not take a -4 for firing into melee though by looking at the map the man still has a lot of cover from all the moving bodies which is its own -4 penalty. It is possible therefore to fire at an opponent in melee and have to deal with a -8 penalty based on melee and cover.
Zaratina stabs at the Kellid on the ground. The blue bordered one?
Yep, I conflated him and the orange one. Corrected below.
blane will continue to cackle as he hits another one of the barbarians with his evil eye for -2 atk. dc15 (fail =8 rounds, success=1 round)
Random barbarian generator 1) blue, 2) orange: 1d2 ⇒ 2
The World's Most Interesting GM |
The man on the ground lies still after Atticus's worrying him and Zaratina's trident.
Arathorn's arrow flies true nicking the trailing man. Blane stares at the man.
Will save: 1d20 ⇒ 1
He steps over his downed companion and swings his blade a Atticus.
O'Rango v Atticus (hexed): 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12 Atticus has an AC 15 (10 + 2 DEX, +1 dodge, +2 natural; AC 15 T 13 FF 12) damage: 1d8 + 1 ⇒ (1) + 1 = 2 miss
Round 6! (Theme ♬)
The Bold May Act!
_________________
__ Hallimir
__ Zaratina -15 hp, dying
__ Blane
__ Arathorn
__ Atticus
__ Kellid barbarians (O'Rango -5 hp, hexed atk, Bleu down)
Map updated.
Arathorn Vallar |
Seeing Zaratina fall Arathorn hesitates slightly glancing at Blane, while shouting at Atticus Attack.
Handle animal (push): 1d20 - 2 + 4 ⇒ (20) - 2 + 4 = 22
If Blane is casting though Arathorn would not be able to identify if it is the right spell just assuming that blane would cast stabilize will attack orange again if not will cast stabilize at Zaratina.
Attack: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19
Damage: 1d8 ⇒ 1
Round 3 of 10 for Aspect of the Tiger.
The World's Most Interesting GM |
Atticus snaps at the brigand, but does not pull him down.
I'll hold off on Arathorn's actions until Blane goes.
Zaratina needs to beat Con check of 11 to stabilize.
Round 6! (Theme ♬)
The Bold May Act!
_________________
__ Hallimir
__ Zaratina -15 hp, dying
__ Blane
__ Arathorn
__ Atticus
__ Kellid barbarians (O'Rango -12 hp, hexed atk, Bleu down)
Map updated.
Hallimir Duskrin |
"ZARATINA!!!" Calls out Hallimir as he sees the giant blade smash Zaratina to the ground.
He then dives forward between the two kellids, landing on his hands and immediatly flipping back into his feet before slicing into the unprotected back of the Orange one.
Acrobatics to avoid AoO: 1d20 + 8 ⇒ (17) + 8 = 25
Acrobatics to avoid AoO: 1d20 + 8 ⇒ (16) + 8 = 24
Attack vs Orange, ECB, Flanking: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26 Crit Threat!
Crit Confirm, Flanking: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 Confirms?
ECB Damage, incl Sneak Attack: 1d10 + 3 + 1d6 ⇒ (2) + 3 + (2) = 7
ECB Potential Crit Damage: 1d10 + 3 ⇒ (5) + 3 = 8
The World's Most Interesting GM |
Disturbingly Blanebot continues to laugh.
evil eye (AC) v Thud; Thud will save: 1d20 + 3 ⇒ (7) + 3 = 10
Thud the barbarian |
"WAAAAA!!" The big Kellid swings his blade again.
great sword v Atticus (power attack, hex, rage): 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21 damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13 hit
The big wolf yelps, staggers, wavers but does not fall. Standing atop a pile of bodies, the huge barbarian roars a challenge to the remaining fighters.
The World's Most Interesting GM |
Round 7! (Theme ♬)
The Bold May Act!
_________________
__ Hallimir
__ Zaratina -15 hp, KO'd
__ Blane
__ Arathorn
__ Atticus -13 hp, staggered
__ Kellid barbarians (O'Rango down, Bleu down, Thud hexed -atk, -AC)
Map updated.
Arathorn Vallar |
Even though concerned over Atticus being hit, and quickly changing the animal aspect of Atticus to the bull hoping it is enough to keep him mobile. Then Arathorn draws another arrow taking a shot at Thud. After the arrow is away Arathorn drops his bow while drawing his scimitar.
Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 ⇒ 7
Pretty sure drawing an arrow isn't a move action if not will not drop the bow since I wouldn't be able to draw my weapon. Also round 4 of 10 for Aspect of the Tiger.
Curious since Atticus is at 0 hp right now he isn't able to do anything correct, however, if I spend a swift action and change the aspect on Atticus to the bull (+2 Con) would he no longer be disabled with 1 hp and able to perform an attack?
Arathorn/Atticus |
Going to roll here if my earlier question is an affirmative and can disregard if not.
Yelping after being hit by the barbarian Atticus moves a little to the side before trying to bring down the one who hurt him.
Attack: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
CMB(trip): 1d20 + 2 ⇒ (3) + 2 = 5
Also unsure if that would be a flanking position and if so add another + 2 to the attack.
The World's Most Interesting GM |
The arrow hits. The wolf does not.
Pretty sure drawing an arrow isn't a move action if not will not drop the bow since I wouldn't be able to draw my weapon. Also round 4 of 10 for Aspect of the Tiger.
Curious since Atticus is at 0 hp right now he isn't able to do anything correct, however, if I spend a swift action and change the aspect on Atticus to the bull (+2 Con) would he no longer be disabled with 1 hp and able to perform an attack?
Atticus can still do stuff at 0 hp, (That's a link even though it is the same color as everything else is). So yes, if he manages to increase his hp total above 0 he's fine--until he gets hit for 16 points of damage in one hit....
And no, that's not a flanking position. Also Arathorn is firing into a melee without the Precise Shot feat (-4 atk). Next round, if everyone stays in the same place, Atticus will provide an additional soft cover bonus to Thud (+4 AC) because he is in the way of Arathorn's shot. (This is another link, this time about cover).
Hallimir Duskrin |
"Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action." (Sorry GM, your links are broken); meaning you still have a move action to draw your scimitar 1 handed whilst you are still holding your bow in your off hand.
By increaseing Attiucs' CON by +2, he gains an additional 1HP for each HD (2 for a lvl 1 AC) so he is currently on 2/15 HP (Keep that in mind if you change his aspect again)
Hallimir slashes at the barbarian again
Attack w ECB: 1d20 + 4 ⇒ (1) + 4 = 5
ECB Damage: 1d10 + 3 ⇒ (7) + 3 = 10
The World's Most Interesting GM |
Blanebot's laugh begins to grow a bit nervous. He draws and loads his crossbow and takes a step back away from the large angry man.
Arathorn pins an arrow to the barbarian's sinewy shoulder.
Thud the barbarian |
"HAAAAA!!" The big Kellid swings his blade again.
great sword v Atticus (power attack, hex, rage): 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12 damage: 2d6 + 7 ⇒ (4, 6) + 7 = 17 Miss! Thanks Blane!
Atticus sees his life flash before his eyes at seven times human speed on flat of the barbarian's blade.
Thud takes one tree-trunk-sized step toward Blane.
The World's Most Interesting GM |
Round 8! (Theme ♬)
The Bold May Act!
_________________
__ Hallimir
__ Zaratina -15 hp, KO'd
__ Blane
__ Arathorn
__ Atticus -13 hp
__ Kellid barbarians (O'Rango down, Bleu down, Thud -7 hp, hexed -atk, -AC)
Map updated.
Hallimir Duskrin |
"Gah, stand still you brute!" remarks Hallimir as he steps forward over Zaratina continuing his assault on the Kellid
Attack w ECB: 1d20 + 4 ⇒ (14) + 4 = 18
Damage, ECB: 1d10 + 3 ⇒ (10) + 3 = 13
"Arathorn, we might need Zaratina to beat this guy"
Arathorn Vallar |
Don't think I can get to her with that brute still in the way sadly...Maybe Blane can send his familiar with a cure to get her back on her feet.
Wanting to move to where the pony is would that have moved with Blane?
Arathorn moves to the side before getting into a flanking position with Hallimir to swing his scimitar at the big brute.
Attack: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Sadly don't think that is going to cut it and AC is still 17 even without shield because of the extra dex from aspect of the tiger which is round 5 of 10
The World's Most Interesting GM |
Between the rogue and the wolf the barbarian topples to the ground with a strained battle grunt.
End Combat
Go ahead and deal with the aftermath (before we move on, or more brigands arrive).
As far as missions, that only leaves the very first pages of quest left to complete in Galtron, a fair 250 mile/20 day+ slog away ("+" because you will have to hunt a bit for food).
The World's Most Interesting GM |
sorry it took me awhile to figure out there new website to find the games.
The site seems to still be evolving. For instance the "bigger" text function actually makes text smaller, and it took a couple of days for links to work and to be a different color than just plain text.
Arathorn Vallar |
Well that was a close one. Looks at Atticus. Sorry boy will have to tend you the old fashion way since Zaratina needs the help more.
Casts CLW on Zaratina. Though will probably need another from Blane to get her up.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Then takes 20 + 7 (Heal) to start bandaging up what he can on both Zaratina and Atticus.